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View Full Version : Earthrise QOTW: Territorial Defense - Siege Events


Cavadus
Mon, 08 Dec 2008, 15:32
Hello!

We were so delighted to see so many old and new faces at Saturday's developer chat on MMORPG.com! Thank you to our hosts, and we look forward to holding another one after the holidays. One of the questions that came up was about siege events. After a short comment during the chat, it was further clarified by Ostiak in this post. We wanted to go into depth a little further and didn't have a lot of time this weekend, so we've postponed our original Question of the Week until next week and will talk about this today instead.

As Ostiak already mentioned, siege events are introduced to Earthrise to make it possible for defenders to schedule their play activity in order to provide their single or multiple territories with plausible defense. If such timed events did not exist, then at any time any of your Guild's territories could be raised, razed and conquered - international guilds would raid your beauty sleep time or work hours, and the excessive burden of constant, round the clock defense would cause Guild attrition. At the end the requirement to act out as a watchdog of all your virtual property land would be another demanding job, and not fun job at all. Earthrise will feature frequently timed events that allow attackers to take over an enemy territory within period of time. Every territory has specific different siege times in sync with its neighboring territories and Guilds can choose to attempt to take over territories that would be most comfortable to their playstyle schedule, so they do not face difficulties in coming up for a siege in the long run. Once a siege event starts, it lasts for a couple of hours through which any attacker may come and attack the defenders although only neighboring territory-owning Guilds have a chance at taking over the defended territory. Once that time's up, the territory cannot switch ownership through conquest and defenders can use the off-siege time until the next event to restock, repair and upgrade their defenses. That doesn't mean that the attacker has no business in foreign land whatsoever - attacks can still cause havoc by attacking the defenders and halting their mining, transporting, repair and upgrade work but during off hours attacks cannot damage buildings nor take over the control building required to switch ownership to them. Hiring mercenaries guilds to raise hell in your chosen territory just before siege time will be viable tactic so defenders should expect action outside the scheduled time windows. Still, other than personal losses, outside siege events the Guild's investment in property and territory ownership is protected from other player's attacks.

To discuss the chat itself, and other topics raised, please point your keyboards this way - http://forums.play-earthrise.com/index.php?topic=2388.0

For more information, have you tried checking these topics?
Territorial Control
http://forums.play-earthrise.com/index.php?topic=1008.0 (question two)
http://forums.play-earthrise.com/index.php?topic=689.0
http://forums.play-earthrise.com/index.php?topic=1244.0
http://forums.play-earthrise.com/index.php?topic=1950.0 (territorial battle, limits, guilds)

To discuss this topic specifically, please use the thread below.

See you next week!
~ m.
Original Link (http://forums.play-earthrise.com/index.php?topic=2395.0)

Valdin
Tue, 09 Dec 2008, 22:29
I like how they keep making sound like this is going to be a huge focus of the game. Not only for PvP purposes but crafting as well.

Sejanus
Tue, 09 Dec 2008, 23:45
They covered defensive structures like walls if I'm not mistaken, will that allow us to create chokepoints and bottlenecks in our defense do you think? Also, the ability to construct mines for materials, I'm curious if they'll actually be physical mines, as in, a big hole in the side of a hill that you can move in and out of and perhaps stash things inside of. :P

Valdin
Wed, 10 Dec 2008, 01:21
By the look of things we will be building full blown bases. Walls turrets and support buildings. The main purpose of the bases will be resource gathering. They will have a strategic advantage as well but everything seems to lead back to getting rare resources for the crafters.

I think I might have to make my toon into an "architect". IM a big crafter / gatherer anyways i just dont know what I want to do in that area yet but buildings seems to be very important and profitable.